﻿/****************************************************************************************
*	Mouzetrap - client/server framework	
*
*	$HeadURL: http://mouzetrap.googlecode.com/svn/trunk/Mouzetrap/DisposableObject.cs $
*	$Id: DisposableObject.cs 12 2009-06-12 10:49:38Z tobz@fallenrealms.net $
* 
*	Copyright (c) 2008 Toby Lawrence
* 
*	Permission is hereby granted, free of charge, to any person obtaining a copy
*	of this software and associated documentation files (the "Software"), to deal
*	in the Software without restriction, including without limitation the rights
*	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*	copies of the Software, and to permit persons to whom the Software is
*	furnished to do so, subject to the following conditions:
* 
*	The above copyright notice and this permission notice shall be included in
*	all copies or substantial portions of the Software.
* 
*	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*	THE SOFTWARE.
* 
****************************************************************************************/

using System;
using System.Threading;

namespace Mouzetrap
{
	/// <summary>
	/// Provides the base for an object that needs disposal services.
	/// </summary>
	public abstract class DisposableObject : IDisposable
	{
		private volatile int _disposed;

		/// <summary>
		/// Whether or not this object has been disposed of.
		/// </summary>
		protected bool IsDisposed
		{
			get { return _disposed == 1; }
		}

		#region IDisposable Members

		/// <summary>
		/// Disposes the object and suppresses finalization.
		/// </summary>
		public void Dispose()
		{
			if(Interlocked.Exchange(ref _disposed, 1) == 1)
				return;

			GC.SuppressFinalize(this);
			Dispose(true);
		}

		#endregion

		~DisposableObject()
		{
			Dispose(false);
		}

		/// <summary>
		/// Method for object-specific disposal.
		/// </summary>
		/// <param name="disposing">whether or not we're disposing manually</param>
		protected virtual void Dispose(bool disposing)
		{
		}
	}
}